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Sokoexp - All those levels are solvable! Level 4 takes 96 moves (and one MILLION attempts). 16 takes about 108 moves. 44 moves for level 19. I did 21 in 68 moves but there's probably a shorter route. Ditto for level 24, which took me 76 moves. I'm at work at can't make a walkthrough video...but [spoilers ahead!] here's a text walkthrough. In Level 4, the trick is to start with the leftmost block. tuck it up and to the left, so it's between the brick box and the edge, one block from the top. Then push the rightmost block once to the left. Push the bottom block once to the left. Push the rightmost block up in between the brick blocks. Here's the key: now push the middle block back to the right, so it's resting in its original position. Now you can push the left block into its home space, and push the top block up one space, and to the right one space. At this point, you're home free.

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A suggestion, add a different song loop to each row/column or even just a single song to the entire game to make me more interested in sitting on one game for more than a few minutes.

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I've gone through the Tier 1, and I don't believe that levels 4, 16, 19, 21 and 24 are solvable. If anyone can prove otherwise, feel free to contact me with personal message.

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A good start, but there is a lot of room for improvement.
- smaller boards could be zoomed in.
- colors between placed and displaces boxes are too near.
- there are other highscore stats you could report in the highscore table : Tier1/Tier2/Tier3/game total moves, T1/T2/T3/Game total pushes. (min stats to report once the tier or game is completed)
even finer highscore, you can make 1000000*pushes+moves for pushes scores, and 1000000*moves+pushes for moves scores.
If you do this, be sure to remove the 1 move penalty for undoing.
- An undo last push button (and redo)
- when clicking on an empty square, sokoban could move to is if it's reachable, using one of the shortest possible path. he's cease to walk upon arival or if the mose button is released.
- xsb code loading, level editor, and level posting using Kong API.
- A save & exit button, so you can return to an unfinished level later without having to restart from scratch.

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@xPassionx: actually the levels are a random pick of varying difficulty because i'm not into the AI development so much that i could write a heuristic backtrack that tells the difficulty of a level besides the minimal moves :\ about the level editor, i made one before the game, but thought no one would care making own levels, so thanks for the confirmation, i will definitely put it in and implement the sharedContent API in the following days :)

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By the way maybe change the last level.... i think the last level should be a very difficult level. The actual level 100 is quite easy... i did it by elimination (always only one logical move that you can do)

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Nice game.
Heres an idea.... Level editor. You could do some sort of system where players can make a level, and then generate a "code" they can share with their friends so they can try the level too.

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Thank you all for the feedbacks, your opinion is important to me and as a greenhorn on Kongregate i am learning much from them. (extra thx for the positive ones :D)
@harvester: fix in progress, i don't really know what it's problem is for i get the API and it also connects the player but it still throws null references (for the connect too) :\
@Zarigani: good observation, it didn't come to my mind at all but i'm heavily thinking on implementing it into a new version.
@Masta_Ali: ... thank you for your kindness.
@Gameaholic: this is on purpose, i looked into many Sokoban games that have an undo function and they are usually giving a penalty movecount rather than substracting one, because undo is somewhat a little cheat that wasn't part of the original concept.
Thanks again!

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